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Radiant Minutement quest repetition


SirGalahad

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Settler can go missing if they die, e.g., if you don't rescue them when they get kidnapped. If you have the recruitment signal on, some other berk will come join the settlement to fill the now free spot.

 

It's one of the very few things about settlers and settlements that actually is simulated.

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Well, none of that happened, they were simply replaced. Maybe it was just a bug. Like they didn't load properly. Or died some other way.

I guess I just didn't remember this part well, and I connected it to my recent modding experience, so I thought the game keeps forgetting the recruited settlers, so thanks, good to know. I was really frustrated about it - like how can I create anything without it being unique if I wish them stay the way how it was created. Maybe it could be enough to have fixed system of outfits for my mod.

 

But I think I will never recruit settlers again anyway - I didn't like Minutemen faction, so no reason for it, and I will avoid settlers generally until there is some way how to change the system of quests without breaking something else.

Edited by Mudran
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Yeah, avoiding the Minutemen entirely works.

 

Don't set your hopes too high, though. Presumably because so many people didn't like building settlements, at some point Bethesda decided to force you to. Far Harbor just gives you settlements and settlers by surprise, which REALLY ticked me off. I mean, fer fork's sake, you don't even give a cat to some random stranger as a surprise gift. And then there's Nuka World, where you need to create and manage a certain number of raider settlements to complete a main quest, and you can't turn off their recruitment beacon equivalent.

 

Basically, you know, the same kind of thinking as if I were to go, hmm, the missus says she doesn't like buttseks, let's give it to her by surprise. I bet THAT'll change her mind :wink:

 

Thankfully, there are mods that let you skip that part of the NW quest line. And I guess you can just shoot the idiots from FH. Way I see it, I'm doing natural selection a favour, if they're stupid enough to just show up on some stranger's property and go, "hi, we're your responsibility now. And by the way, this place sucks and you suck as a landlord. You need to get off your ass and fix the roof and water filter."

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Well, in that case I'm thinking about changing my ideal Atom of children mystic playthrough to something else with some random generator involved (popular in Bethesda nowadays) - like turn yourself to Atom (in that case you are 100% protected and happy in faith) or die horrible death (hoping for some nice atmospheric FX effects of wiping of the whole village by Atom's wraith) 50/50chance ...

 

But seriously - after watching some Farcry New Dawn playthrough with those named very unique cool personality settlers, with dynamic very funny quests - why settlements couldn't be more like that? Even if they were trying to change it to some shooter - Farcry is shooter and still manages to do it?

Edited by Mudran
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Well.....

All I can say is that I prefer those 'default' usual suspects as a Radiant quest upon starting a game, rather than a true RNG.

 

Because, about a year ago I started a survival game, you know, the tough 'default' Version, no saving, the urge to eat, drink and Sleep, etc...

After I Rescued Preston and his Company, they've sent me to the Castle... the Minuteman castle… aprox 1-2 hrs into the game, not having done anything else but red rocket and Sanctuary.

 

I mean… not only is that way too early for RP reasons, it is WAY too early weapons wise, it is way too early distance wise!

Best of all.... since it was the Castle... he didnt give ANY other quest, kept Talking that we Need to get it, and move there… at around lvl 4... yay….

 

I mean.. Survival, then to you're sent across the map, through cities filled with super mutants, Crossing Strees of ghouls, Raiders, gunners.. as/for the 3rd 'town' to free….

Would you really appreciate this Approach for RNG? - as in a regular way?

 

Dont get me wrong, I love a challenge, but this wasnt fun.

 

Because now, with a fresh new game, I have the default suspects again - in order.

So I have Abernathy, Tenpines, Red Rocket, Sanctuary, and now moving forward to Starlight.

That's an order to expand your influence strategicly into the commonwealth., becoming strong as you move on.

Edited by Sephrajin
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  • 3 months later...

So i need some mods that stops endless help settlement quests

not realy, with ck its pretty easy, for just base game without dlc's, load fo4 do a search for workbench, there are 3 of them, pick the main 1, pick edit, go to the script from it

there are options to turn off all random attack, and or radian quests, it applay to all the settlemenst workbenches then

 

only can't remember if you needed a new start to get the script working

 

lil note if you turn(change) all the settings ass preston will never give you a quest eighter, but you can't finish the quest in sanctu, and or join his crappy minu men

 

or edit the workshopscript direct(papyrus) it should apply to all wb then

Edited by speedynl
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  • 3 weeks later...

There are a few mods that can change this environment and questing choices a lot. These are all by Thuggysmurf:

 

Fusion City

Outcasts and Remnants

Project Valkyrie

Subways of the Commonwealth - Standalone

 

 

The first three are large mods that add lots of very good changes to the game, especially if you don't like the vanilla factions and choices. The Subways mod is contained in Outcasts and Remnants, but not usable until later in the game. The standalone version is available immediately in Concord and adds a strong element to the game. It provides 7 actual subway stations (Concord, Cambridge, DC, Malden, Goodn, Castle, JamaicaP) to transit the Commonwealth. However it can't be used at the same time as the others. The subway standalone Is now a primary mod for me in all games that don't include the others, particularly in survival mode. I haven't found any issue when using it with many other mods.

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